src/sprite.c

changeset 82
4e1e698f4b0d
child 88
6234b7ea48f3
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/sprite.c	Sat Apr 19 11:42:53 2025 +0200
@@ -0,0 +1,51 @@
+/*
+* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
+ * Copyright 2025 Mike Becker. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *
+ *   1. Redistributions of source code must retain the above copyright
+ *      notice, this list of conditions and the following disclaimer.
+ *
+ *   2. Redistributions in binary form must reproduce the above copyright
+ *      notice, this list of conditions and the following disclaimer in the
+ *      documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "ascension/2d/sprite.h"
+
+#include "ascension/context.h"
+#include "ascension/glcontext.h"
+
+#include <GL/glew.h>
+
+void asc_sprite_draw(AscSprite const *node) {
+    // Obtain shader
+    AscShaderSprite *shader = ASC_SHADER_SPRITE;
+
+    // Upload model matrix
+    glUniformMatrix4fv(shader->program.model, 1,
+                       GL_FALSE, node->data.world_transform);
+
+    // Bind texture
+    asc_texture_bind(&node->tex, shader->tex, 0);
+
+    // Apply depth
+    glUniform1f(shader->depth, (float)(node->data.depth));
+
+    // Draw mesh
+    asc_mesh_draw_triangle_strip(ASC_PRIMITIVES_PLANE);
+}

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